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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
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After countless sinking of enemy merchants I've grown tired with their complete lack of human response. Since so much trouble has gone into making our sub feel like machine controlled by a crew, I think that all ships in the game should preserve this feeling.
-Enemy crew getting killed by deck gun and AA gun fire or by torpedoes exploding near them. Especially the ones manning the guns! -Enemy crew leaving the open deck when they're under fire unless they're doing something. -Some indication of them fighting fires or pumping out water. -No more dancing in the flames. If a ship is burning, it's dead, period. Even if it requires a few more rounds to sink. Fire reaching certain parts of the ship should create explosions that make additional holes in the hull. -Command deck crew getting killed by direct fire to that area, rendering the ship less controllable (there are backup commands for rudder and engine below decks). -Crews abandon the ship when it becomes clear that it WILL sink, either by severe flooding, massive fire, or the command deck is destroyed. -Unarmed crews without escorts signaling you that their intention to surrender for inspection or sinking. -The option to signal a neutral or even enemy ship that you will not attack it and signal her to pick up survivors around it. -The option to option to "Search" enemy or neutral ships for cargo and requests to BdU for further orders. -The ability to hear their radio signals and if they're calling for help, intention of abandoning ship or reporting your position without reason (neutral ships). -Ability to report sinking on open frequencies, give directions or even supplies to life boats, picking op a small number of survivors, etc. Such chivalric actions should increase morale and respect among your crew and superiors (even though such actions had been prohibited after Laconia). http://www.independent.ie/national-n...s-1890213.html |
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#2 |
Sailor man
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I agree with all your points, but it is probably too much to expect from the devs. In saying that...It is SH5, we should be seeing the things on your list implemented by now.
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#3 |
Eternal Patrol
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SH3 was the first subsim to have crew on board the uboat at all. People complained about the way they looked and their lack of animation. It also had crew manning the guns on enemy ships, and people complained that they didn't do anything.
SH4 had animated crew walking around on the ships. People complained that they didn't actually abandon ship, or do anything special when they were under attack. I too would like all the things mentioned; but I'm not going to complain too much if most of them aren't there.
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#4 |
Silent Hunter
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Agree with Steve, its a Sub Sim not a 'World Sim' so i wouldnt count on it.
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#5 |
Silent Hunter
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I must agree, especially after watching the new PT Boats KotS trailer. If you watch the ships, you can see crewmen running around on deck under fire (otherwise, just walking around), going into deckhouses, etc. Then, when a ship sinks, they jump off into the water and swim around. It looks amazing. Of course, Akella always was great at doing these things. It made them well known and respected when it came to naval games (like Sea Dogs and Pirates of the Caribbean). I mean, this is Ubisoft. They've got a lot more to work with than Akella in terms of manpower (and funds), this is the fifth Silent Hunter game, it's the next generation.
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#6 | |
Silent Hunter
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I'm with you on survivors (possibly a maximum of 3-4) - hopefully the game lets us pick up important people such as captains and chief engineers for a small renown bonus. Even after the Laconia incident U-Boats were under orders to try and take captains prisoner if there were no escorts nearby. During the attack on PQ-17, for example, quite a few officers were taken captive b/c after the ships scattered it was safe for U-Boats to remain on the surface. |
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#7 |
The Old Man
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Thank you all for your opinions. I'd like to point out that none of the points listed by me would require new resources. Lifeboats, picking up airmen, the decision of when a ship sinks, 3d enemy crews with animations, signaling between ships, all of these are already in the game, as are crew reports linked to the ships "We've been spotted, She's going down etc". Just a few lines of code are required to implement them. The only thing that might've sounded eye-candy was "Some indication of them fighting fires or pumping out water", but I only meant that flooding and fires should accelerate without the crew trying to prevent them, either from abandoning ship or from casualties. There's certainly enough time to look over this. Searching an enemy ship only means pulling along side your target and giving an order. 5 minutes later you are given the type of cargo, report to BdU and act according to orders. No leading of MP40 parties on the enemy ship
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#8 |
Stowaway
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i'll reply point by point:
-Enemy crew getting killed by deck gun and AA gun fire or by torpedoes exploding near them. Especially the ones manning the guns! -Enemy crew leaving the open deck when they're under fire unless they're doing something. the AI already has a trigger for detecting you so i dont see why they couldnt use the same detection trigger to have all deck crews man battlestations (clear the deck and man guns) since they would be on station and not moving around i think it would be no more drain on the engine and if anything it would ease up on the demand to NOT have them moving around anymore when at battlestations. -Some indication of them fighting fires or pumping out water. -No more dancing in the flames. If a ship is burning, it's dead, period. Even if it requires a few more rounds to sink. Fire reaching certain parts of the ship should create explosions that make additional holes in the hull. agreed, fire should be treated like flooding (more time fire burns = more damage) and fires should work like flooding to so the damage level and cargo should dictate if the fire gets out of control and sinks the ship or if it goes out from simulated damage control teams. as far as actually doing stuff like fighting fires, i think that would require some level of additional animation control from the game engine -Command deck crew getting killed by direct fire to that area, rendering the ship less controllable (there are backup commands for rudder and engine below decks). agreed, also they should have gun stations and crew be destroyable so you can eliminate the gunners still shooting at you inside flames or after you shoot the deck out from under them. if i hit the gun with a shell they should NOT continue shooting back at me. -Crews abandon the ship when it becomes clear that it WILL sink, either by severe flooding, massive fire, or the command deck is destroyed. this is already done in sh4 by damage or flooding and i want to see fire added to that too but not command deck, they wouldnt abandon ship only because of the command deck being destroyed but they would break off any offensive action and head to port ASAP -Unarmed crews without escorts signaling you that their intention to surrender for inspection or sinking. this would be better suited for a ww1 game, this wasnt very common to do in ww2 because your sub was too easy to get caught on the surface if you did. -The option to signal a neutral or even enemy ship that you will not attack it and signal her to pick up survivors around it. i see no point in it and this WOULD take away game resources for no REASONABLE purpose -The option to option to "Search" enemy or neutral ships for cargo and requests to BdU for further orders. sending raiding party to disabled ships before sinking them is something i would like to see if it could be used to extend patrols if food stores ran low but food stores may not be modeled into sh5 anyway so then there would be no need to board ships. -The ability to hear their radio signals and if they're calling for help, intention of abandoning ship or reporting your position without reason (neutral ships). i like this idea, you could use them as bait to sink the rescue ship -Ability to report sinking on open frequencies, give directions or even supplies to life boats, picking op a small number of survivors, etc. i see no point in it and this WOULD take away game resources for no REASONABLE purpose |
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#9 | |
Eternal Patrol
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Do you want SH5 to be released in 2015?
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#10 | |
The Old Man
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You spot a lone merchant and you would have an option to sink it with deck gun. You approach it and signal it or shoot warning shells to make it stop. If it doesn't, or if it calls in for help, it can be treated as enemy and sunk without further warning just as before. Neutral ships might make this mistake and pay for it. However if it complies, you'll have a nice sitting duck easy to dispatch without further fuss or futile zig zaging. If the merchant is armed, you wouldn't go near it anyway so yes, after a while this tactic would be pointless. However some ships were ligthly armed and the crew had no combat experience so they could be persuaded by a few warning shots from far away. About ships picking up survivors... I've recently attacked a convoy protected by one DD. I destroyed it with a torpedo and then surfaced to dispatch the remaining 4 british ships with the deck gun. The convoy also had 2 neutral ships. I did not touch them and marveled at their panic. In theory, they left hundreds of simulated and invisible men to die in the water. If a german sub sinks a ship beside you and then surfaces, signals you to stay calm and then turns tail and leaves you alone there's a good chance that you can trust them. Reporting sinkings on open air to the enemy takes just one more button and only has the effect of tagging a close by ship (not more than 40 or so mile) to reply with assistance and change course (thus becoming neutral) and a few planes might also pay a visit. The boost in morale might be worth it. At least give me some sense of honor ![]() |
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#11 | |
Previously 4Para
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![]() Lastly, the sense of honor you asked? Iam sure you have earned. This thread Has been a worth while read for me and will continue to do so. Thankyou. ![]() Last edited by Lord Justice; 12-10-09 at 12:21 PM. |
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#12 | |
Pacific Aces Dev Team
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When I modded some ships to appear as a player on their deck/bridge, some crew members were turning their heads towards me and looked at me. This is a generic feature which was programmed for the crew despite those ships were meant to be playable only in the third person view. And the implementation of all these animations is quite efficient. |
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#13 | |
Silent Hunter
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Its a 'nice to have' which makes gun battles more imerssive I suppose Pretty arcadey though (in a way). Both U-boats and PT boats would get murdered horribly in a gun fight with a destroyer of any kind. To their advantage, the PT boat has its speed and the U boat has its low profile - other than that, they are out-gunned and out-classed in every respect. They got torpedos for a reason! |
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#14 | |
Previously 4Para
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#15 | |
Silent Hunter
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